View attachment 17207
I tried copying over Et Tu's files over to Fallout 1's folder and doing the requisite renaming of .exes but when I try to open it the loading screen shows and after a few seconds this pops up. Any idea what to do?
WTF.. who told you to copy Et Tu content to fallout1?
What i ment is that you should try copy Fallout2.exe from your steam's Fallout2 into Et Tu and nothin' else (well maybe you'll need a couple of dll's to make it work too I'm not an expert I never tried this tho). Anyways it's obvious that what you did will not work... Also as i said before backup files before messing with them.
@Lexx
I've noticed You've made some thrown weapons modding via scripts and sfall-mods.ini
the one that lets you throw stuff on any hex...
If I may suggest something...
You've currently set: spear,frag,plasma,EMP, Holy Hand grenades to be thrown to any position.
I'd like to suggest kicking out spear out of that list (since there's no point for it beeing there, and adding PID 159 Molotov Cocktail (which is sort of a meh grenade) and PID 205 Flare (lit).
the reason behind the flare would be using it like the developers planned all along from the beginning. since flares ment to serve as a source of light that you throw at enemy feet so that it is easier to hit the enemies with ranged weapon.
Also I'd suggest a secondary throw technique for lit flares and grenades, for example my Father during the times of his service in the military back in the day used a kind of lob technique to throw practice grenades, and consistently achived scores over 35 meters (he actually achived unit's record of longest throw of around 50 meters [ the practice grenade went over the military unit's border wall into the bushes and there was 50 meters from the throwing stand to the wall, nobody measured futher tho, and everyone in the unit had to look for that practice grenad until it was found, the sergant was pissed.] :p )
So I take 15 meter's throwing range in fallout with a grain of salt, unless it's a throw like for examle throwing a baseball.
The deal is Molotovs,flares and grenades don't have to have force to fall on the ground and do their thing which is exploding or emitting light, on the contrary to rocks and bladed weapons which use kinetic energy to do damage exactly on the target.
Other suggestions to fix throwing balancing would be adding bodypart targetting and penetrate perk to thrown knives and a TeamX/phobos2077 FixIt mod with molotov cocktail's recepie hidden somwhere in the game consisting of booze and flare. As we know booze can be aquired from Neil in skumm pit in unlimited amounts and also for free (afer certain stunt), and flare amount could be boosted across all vendors, same way as grenades and plasma grenades.
for endgame there'd need to be a perk that targets throwing like guaranteed crit to all thrown weapons and also +50% boost to crit table rolls for sensitive bodyparts targeted thrown weapons like rocks spears and knives, so that those single target non-grenade throwers could take down foes too. for example that insta kill crit to the eyes from a throwing knife ninja style mothaf*****. plus some sort of golden pitcher-arm's perk that lowers the throwing cost of thrown non lob technique attacks by 2AP ( could be 1AP and 2lvl).
Also throwing knife cost is way overpriced, if 1bottle cap represents 1$ than titanium alloyed throwing knife is more in the range of 30$/piece not 100$ /piece. guns that literally cost around 20k $ in real world like a professional Sniper Rifle cost 2.2k caps and a freaking throwing knife get's overpriced?